Fables of The Hearth - Pushing the limits of RPGmaker games.
So I'm new to this community and I figured I should introduce my game from scratch.
Fables of the Hearth is taking inspiration from culture and mythology across African history to build its backstory. We're taking a look at failures and successes in the RPGmaker engine to see what's been well received and what's been poorly received in the past.
We want to take cues from Dungeon Siege, Planescape Torment and the more recent Pillars of Eternity in our graphical style as well as how we tell the stories. We're looking at a focus on characters, writing and an intriguing as well as truly unique world.
Despite our admiration for the Tolkien inspired mythologies used in other games, we want to avoid using those concepts as much as possible. We don't have elves and dwarves in our universe, we have humans and the physical manifestation of the memories of the dead. We don't have typical magic from which you cast a spell by saying certain words, we have artificially created souls bound into weapons and armor that give you access to certain enhanced powers.
The first video below is a song from our original soundtrack and it is QUITE excellent.
The first video here is the first developer diary that we did. (I'm not the best at speaking to a camera, I'm sorry xD )
Second developer diary right here.
Thanks for your reading time guys, it means a lot.
Fables of the Hearth is taking inspiration from culture and mythology across African history to build its backstory. We're taking a look at failures and successes in the RPGmaker engine to see what's been well received and what's been poorly received in the past.
We want to take cues from Dungeon Siege, Planescape Torment and the more recent Pillars of Eternity in our graphical style as well as how we tell the stories. We're looking at a focus on characters, writing and an intriguing as well as truly unique world.
Despite our admiration for the Tolkien inspired mythologies used in other games, we want to avoid using those concepts as much as possible. We don't have elves and dwarves in our universe, we have humans and the physical manifestation of the memories of the dead. We don't have typical magic from which you cast a spell by saying certain words, we have artificially created souls bound into weapons and armor that give you access to certain enhanced powers.
The first video below is a song from our original soundtrack and it is QUITE excellent.
The first video here is the first developer diary that we did. (I'm not the best at speaking to a camera, I'm sorry xD )
Second developer diary right here.
Thanks for your reading time guys, it means a lot.
Comments
That said, it can be difficult to make RPGs like this stand out, and I'm trying to figure out if there's some other marketing / mechanical hook to invest players in your story from the get-go. Because one of the greatest challenges of this genre right now is that there's often an interesting tale to be told/listened to, buuuuut retaining players long enough to make them deeply care about your whole world can be difficult. An epic story is only truly "seen" after a few hours of play, I always feel.
Given your chosen focus on narrative, and specifically African-inspired storytelling, I have a few touchstones that you may or may not have tried. I hope they are fun and useful!
- Aurion, Legacy of the Kori-Odan (superbly, uniquely and genuinely African) http://kiroogames.com/en/aurion.html
- Always Sometimes Monsters (pure narrative) http://store.steampowered.com/app/274310/
- Undertale (Deliberate non-violence as a game approach) http://store.steampowered.com/app/391540/
I still need to work on that. Big fan of Undertale, got and finished it two weeks ago.
I'll take a look at the two other links you listed as well!